Clive Thompson on the story behind the greatest vaporware in video game history:

It’s a dilemma all artists confront, of course. When do you stop
creating and send your work out to face the public? Plenty of
Hollywood directors have delayed for months, dithering in the
editing room. But in videogames, the problem is particularly
acute, because the longer you delay, the more genuinely antiquated
your product begins to look — and the more likely it is that
you’ll need to rip things down and start again. All game
designers know this, so they pick a point to stop improving — to
“lock the game down” — and then spend a frantic year
polishing. But Broussard never seemed willing to do that.